Complete Roguelike Tutorial, using python3+libtcod, part 7 code
Jump to navigation
Jump to search
GUI
Status Bars
import libtcodpy as tcod
import math
# Window Size
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
# Map Size
MAP_WIDTH = 80
MAP_HEIGHT = 43
# 20 FPS Max
LIMIT_FPS = 20
# Dungeon generator parameters
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 2
# FOV parameters
FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
# GUI params
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
# Tile colors
color_dark_wall = tcod.Color(0, 0, 100)
color_light_wall = tcod.Color(130, 110, 50)
color_dark_ground = tcod.Color(50, 50, 150)
color_light_ground = tcod.Color(200, 180, 50)
FULLSCREEN = False
TURN_BASED = True
class Tile:
# Defines tiles on the map
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
# Tiles start unexplored
self.explored = False
# default if tile blocked, then also blocks sight
if block_sight is None:
block_sight = blocked
self.block_sight = block_sight
class Rect:
# Define rooms on the map
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return (center_x, center_y)
def intersect(self, other):
# True if this rectange intersect another rectangle
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
class Object:
# Base Class for objects, player, npc, item, stairs
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
def move(self, dx, dy):
# move given amount if destination not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_toward(self, target_x, target_y):
# Vector and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
# Nomalize
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
# Distance
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def send_to_back(self):
# Draw first so others appear above it if on same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
# Set color and draw char at its position
tcod.console_set_default_foreground(con, self.color)
tcod.console_put_char(con, self.x, self.y, self.char, tcod.BKGND_NONE)
def clear(self):
# Erase char representing object
tcod.console_put_char(con, self.x, self.y, ' ', tcod.BKGND_NONE)
class Fighter:
# Combat related properties and methods
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def attack(self, target):
# Formulate attack damage
damage = self.power - target.fighter.defense
if damage > 0:
# Make target take damage
print(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
print(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage):
# Apply damage
if damage > 0:
self.hp -= damage
# Check for death
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
class BasicMonster:
# Basic AI
def take_turn(self):
# If you can see it, it can see you
monster = self.owner
if tcod.map_is_in_fov(fov_map, monster.x, monster.y):
# Move toward player
if monster.distance_to(player) >= 2:
monster.move_toward(player.x, player.y)
# Close enough to attack
elif player.fighter.hp > 0:
monster.fighter.attack(player)
def is_blocked(x, y):
# Check tile
if map[x][y].blocked:
return True
# Check for blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
# Clear
return False
def create_room(room):
global map
# Make room tiles passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
# Make a horizontal tunnel
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
# Make a vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def make_map():
global map, player
# Fill map with blocked tiles
map = [[Tile(True)
for y in range(MAP_HEIGHT)]
for x in range(MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
# Random width and height
w = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position in map
x = tcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = tcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
# Rect class = Easy rooms
new_room = Rect(x, y, w, h)
# Check for intersect
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
# Valid room
# Create it
create_room(new_room)
# New room's center
(new_x, new_y) = new_room.center()
if num_rooms == 0:
# player starts at cent of new room
player.x = new_x
player.y = new_y
else:
# Connect to previous room
# Previous room's center
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# 50% chance
if tcod.random_get_int(0, 0, 1) == 1:
# first horizontal
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
# first vertical
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# add contents to room
place_objects(new_room)
# append room to room list
rooms.append(new_room)
num_rooms += 1
def place_objects(room):
# Get random number of monsters
num_monsters = tcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
# Get random spot for monster
x = tcod.random_get_int(0, room.x1, room.x2)
y = tcod.random_get_int(0, room.y1, room.y2)
if not is_blocked(x,y):
if tcod.random_get_int(0, 0, 100) < 80:
# Create an Orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', tcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
# Create a Troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', tcod.dark_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
def render_all():
global fov_map, fov_recompute
global color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
if fov_recompute:
# Recompute fov when asked
fov_recompute = False
tcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
# Set background color for all tiles
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = tcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
# Player can only see explored tiles
if map[x][y].explored:
if wall:
tcod.console_set_char_background(con, x, y, color_dark_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_dark_ground, tcod.BKGND_SET)
else:
# It is visible
if wall:
tcod.console_set_char_background(con, x, y, color_light_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_light_ground, tcod.BKGND_SET)
# Visible tiles are explored
map[x][y].explored = True
# Draw all objects in list
for object in objects:
if object != player:
object.draw()
player.draw()
# Blit con to root console
tcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
# GUI section
tcod.console_set_default_background(panel, tcod.black)
tcod.console_clear(panel)
# Player stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, tcod.light_red, tcod.darker_red)
# Blit con to root console
tcod.console_blit(panel, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, PANEL_Y)
def player_move_or_attack(dx, dy):
global fov_recompute
# Where the player is going
x = player.x + dx
y = player.y + dy
# Look for attackable Object
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target is found
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def get_key_event(turn_based=None):
if turn_based:
key = tcod.console_wait_for_keypress(True)
else:
key = tcod.console_check_for_keypress()
return key
def handle_keys():
global fov_recompute
key = get_key_event(TURN_BASED)
if key.vk == tcod.KEY_ENTER and key.lalt:
# Alt + Enter toggles fullscreen
tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
elif key.vk == tcod.KEY_ESCAPE:
# Escape exis game
return 'exit'
if game_state == 'playing':
# movement
if tcod.console_is_key_pressed(tcod.KEY_UP):
player_move_or_attack(0,-1)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
player_move_or_attack(0,1)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
player_move_or_attack(-1,0)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
player_move_or_attack(1,0)
fov_recompute = True
else:
return 'didnt-take-turn'
def player_death(player):
# Game over
global game_state
print('You died!')
game_state = 'dead'
def monster_death(monster):
# Turn to corpse
print(monster.name.capitalize() + ' is dead!')
monster.char = '%'
monster.color = tcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
# Render background
tcod.console_set_default_background(panel, back_color)
tcod.console_rect(panel, x, y, total_width, 1, False, tcod.BKGND_SCREEN)
# Render bar
tcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
tcod.console_rect(panel, x, y, bar_width, 1, False, tcod.BKGND_SCREEN)
# Render center text with values
tcod.console_set_default_foreground(panel, tcod.white)
stats = name + ': ' + str(value) + '/' + str(maximum)
tcod.console_print_ex(panel, int(x + total_width / 2), y, tcod.BKGND_NONE, tcod.CENTER, stats)
# Initialization & Main Loop
# Font
font_path = 'arial10x10.png'
font_flags = tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD
tcod.console_set_custom_font(font_path, font_flags)
# Screen
window_title = 'Python 3 libtcod tutorial'
tcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, window_title, FULLSCREEN)
# Fps
tcod.sys_set_fps(LIMIT_FPS)
# New Console
con = tcod.console_new(SCREEN_WIDTH,SCREEN_HEIGHT)
# Player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', tcod.white, blocks=True, fighter=fighter_component)
# List of objects
objects = [player]
make_map()
# Fov map
fov_map = tcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
tcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
fov_recompute = True
game_state = 'playing'
player_action = None
# Status bars
panel = tcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
# Loop
while not tcod.console_is_window_closed():
render_all()
tcod.console_flush()
# Erase old locations
for object in objects:
object.clear()
# Handle keys and exit id needed
player_action = handle_keys()
# Exit if needed
if player_action == 'exit':
break
# Let monsters take turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()
The message box
import libtcodpy as tcod
import math
import textwrap
# Window Size
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
# Map Size
MAP_WIDTH = 80
MAP_HEIGHT = 43
# 20 FPS Max
LIMIT_FPS = 20
# Dungeon generator parameters
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 2
# FOV parameters
FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
# GUI params
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
# Message bar params
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
# Tile colors
color_dark_wall = tcod.Color(0, 0, 100)
color_light_wall = tcod.Color(130, 110, 50)
color_dark_ground = tcod.Color(50, 50, 150)
color_light_ground = tcod.Color(200, 180, 50)
FULLSCREEN = False
TURN_BASED = True
class Tile:
# Defines tiles on the map
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
# Tiles start unexplored
self.explored = False
# default if tile blocked, then also blocks sight
if block_sight is None:
block_sight = blocked
self.block_sight = block_sight
class Rect:
# Define rooms on the map
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return (center_x, center_y)
def intersect(self, other):
# True if this rectange intersect another rectangle
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
class Object:
# Base Class for objects, player, npc, item, stairs
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
def move(self, dx, dy):
# move given amount if destination not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_toward(self, target_x, target_y):
# Vector and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
# Nomalize
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
# Distance
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def send_to_back(self):
# Draw first so others appear above it if on same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
# Set color and draw char at its position
tcod.console_set_default_foreground(con, self.color)
tcod.console_put_char(con, self.x, self.y, self.char, tcod.BKGND_NONE)
def clear(self):
# Erase char representing object
tcod.console_put_char(con, self.x, self.y, ' ', tcod.BKGND_NONE)
class Fighter:
# Combat related properties and methods
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def attack(self, target):
# Formulate attack damage
damage = self.power - target.fighter.defense
if damage > 0:
# Make target take damage
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage):
# Apply damage
if damage > 0:
self.hp -= damage
# Check for death
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
class BasicMonster:
# Basic AI
def take_turn(self):
# If you can see it, it can see you
monster = self.owner
if tcod.map_is_in_fov(fov_map, monster.x, monster.y):
# Move toward player
if monster.distance_to(player) >= 2:
monster.move_toward(player.x, player.y)
# Close enough to attack
elif player.fighter.hp > 0:
monster.fighter.attack(player)
def is_blocked(x, y):
# Check tile
if map[x][y].blocked:
return True
# Check for blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
# Clear
return False
def create_room(room):
global map
# Make room tiles passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
# Make a horizontal tunnel
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
# Make a vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def make_map():
global map, player
# Fill map with blocked tiles
map = [[Tile(True)
for y in range(MAP_HEIGHT)]
for x in range(MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
# Random width and height
w = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position in map
x = tcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = tcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
# Rect class = Easy rooms
new_room = Rect(x, y, w, h)
# Check for intersect
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
# Valid room
# Create it
create_room(new_room)
# New room's center
(new_x, new_y) = new_room.center()
if num_rooms == 0:
# player starts at cent of new room
player.x = new_x
player.y = new_y
else:
# Connect to previous room
# Previous room's center
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# 50% chance
if tcod.random_get_int(0, 0, 1) == 1:
# first horizontal
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
# first vertical
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# add contents to room
place_objects(new_room)
# append room to room list
rooms.append(new_room)
num_rooms += 1
def place_objects(room):
# Get random number of monsters
num_monsters = tcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
# Get random spot for monster
x = tcod.random_get_int(0, room.x1, room.x2)
y = tcod.random_get_int(0, room.y1, room.y2)
if not is_blocked(x,y):
if tcod.random_get_int(0, 0, 100) < 80:
# Create an Orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', tcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
# Create a Troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', tcod.dark_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
def render_all():
global fov_map, fov_recompute
global color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
if fov_recompute:
# Recompute fov when asked
fov_recompute = False
tcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
# Set background color for all tiles
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = tcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
# Player can only see explored tiles
if map[x][y].explored:
if wall:
tcod.console_set_char_background(con, x, y, color_dark_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_dark_ground, tcod.BKGND_SET)
else:
# It is visible
if wall:
tcod.console_set_char_background(con, x, y, color_light_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_light_ground, tcod.BKGND_SET)
# Visible tiles are explored
map[x][y].explored = True
# Draw all objects in list
for object in objects:
if object != player:
object.draw()
player.draw()
# Blit con to root console
tcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
# GUI section
tcod.console_set_default_background(panel, tcod.black)
tcod.console_clear(panel)
# Game messages
y = 1
for (line, color) in game_msgs:
tcod.console_set_default_foreground(panel, color)
tcod.console_print_ex(panel, MSG_X, y, tcod.BKGND_NONE, tcod.LEFT, line)
y += 1
# Player stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, tcod.light_red, tcod.darker_red)
# Blit con to root console
tcod.console_blit(panel, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, PANEL_Y)
def player_move_or_attack(dx, dy):
global fov_recompute
# Where the player is going
x = player.x + dx
y = player.y + dy
# Look for attackable Object
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target is found
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def get_key_event(turn_based=None):
if turn_based:
key = tcod.console_wait_for_keypress(True)
else:
key = tcod.console_check_for_keypress()
return key
def handle_keys():
global fov_recompute
key = get_key_event(TURN_BASED)
if key.vk == tcod.KEY_ENTER and key.lalt:
# Alt + Enter toggles fullscreen
tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
elif key.vk == tcod.KEY_ESCAPE:
# Escape exis game
return 'exit'
if game_state == 'playing':
# movement
if tcod.console_is_key_pressed(tcod.KEY_UP):
player_move_or_attack(0,-1)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
player_move_or_attack(0,1)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
player_move_or_attack(-1,0)
fov_recompute = True
elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
player_move_or_attack(1,0)
fov_recompute = True
else:
return 'didnt-take-turn'
def player_death(player):
# Game over
global game_state
message('You died!',tcod.red)
game_state = 'dead'
def monster_death(monster):
# Turn to corpse
message(monster.name.capitalize() + ' is dead!', tcod.orange)
monster.char = '%'
monster.color = tcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
# Render background
tcod.console_set_default_background(panel, back_color)
tcod.console_rect(panel, x, y, total_width, 1, False, tcod.BKGND_SCREEN)
# Render bar
tcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
tcod.console_rect(panel, x, y, bar_width, 1, False, tcod.BKGND_SCREEN)
# Render center text with values
tcod.console_set_default_foreground(panel, tcod.white)
stats = name + ': ' + str(value) + '/' + str(maximum)
tcod.console_print_ex(panel, int(x + total_width / 2), y, tcod.BKGND_NONE, tcod.CENTER, stats)
def message(new_msg, color = tcod.white):
# If long, split message
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
# If buffer full, remove old to make room for new
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
# Add line as tuple with text and color
game_msgs.append((line,color))
# Initialization & Main Loop
# Font
font_path = 'arial10x10.png'
font_flags = tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD
tcod.console_set_custom_font(font_path, font_flags)
# Screen
window_title = 'Python 3 libtcod tutorial'
tcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, window_title, FULLSCREEN)
# Fps
tcod.sys_set_fps(LIMIT_FPS)
# New Console
con = tcod.console_new(SCREEN_WIDTH,SCREEN_HEIGHT)
# Player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', tcod.white, blocks=True, fighter=fighter_component)
# List of objects
objects = [player]
make_map()
# Fov map
fov_map = tcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
tcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
fov_recompute = True
game_state = 'playing'
player_action = None
# Status bars
panel = tcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
# List of game messaes and colors
game_msgs = []
# Welcome message
message('Welcome stranger! Prepare to perish in the Tombs of Ancient Kings!', tcod.red)
# Loop
while not tcod.console_is_window_closed():
render_all()
tcod.console_flush()
# Erase old locations
for object in objects:
object.clear()
# Handle keys and exit id needed
player_action = handle_keys()
# Exit if needed
if player_action == 'exit':
break
# Let monsters take turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()
Mouse Look
import libtcodpy as tcod
import math
import textwrap
# Window Size
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
# Map Size
MAP_WIDTH = 80
MAP_HEIGHT = 43
# 20 FPS Max
LIMIT_FPS = 20
# Dungeon generator parameters
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 2
# FOV parameters
FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
# GUI params
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
# Message bar params
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
# Tile colors
color_dark_wall = tcod.Color(0, 0, 100)
color_light_wall = tcod.Color(130, 110, 50)
color_dark_ground = tcod.Color(50, 50, 150)
color_light_ground = tcod.Color(200, 180, 50)
FULLSCREEN = False
TURN_BASED = True
class Tile:
# Defines tiles on the map
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
# Tiles start unexplored
self.explored = False
# default if tile blocked, then also blocks sight
if block_sight is None:
block_sight = blocked
self.block_sight = block_sight
class Rect:
# Define rooms on the map
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return (center_x, center_y)
def intersect(self, other):
# True if this rectange intersect another rectangle
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
class Object:
# Base Class for objects, player, npc, item, stairs
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
def move(self, dx, dy):
# move given amount if destination not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_toward(self, target_x, target_y):
# Vector and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
# Nomalize
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
# Distance
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def send_to_back(self):
# Draw first so others appear above it if on same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
# Set color and draw char at its position
tcod.console_set_default_foreground(con, self.color)
tcod.console_put_char(con, self.x, self.y, self.char, tcod.BKGND_NONE)
def clear(self):
# Erase char representing object
tcod.console_put_char(con, self.x, self.y, ' ', tcod.BKGND_NONE)
class Fighter:
# Combat related properties and methods
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def attack(self, target):
# Formulate attack damage
damage = self.power - target.fighter.defense
if damage > 0:
# Make target take damage
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage):
# Apply damage
if damage > 0:
self.hp -= damage
# Check for death
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
class BasicMonster:
# Basic AI
def take_turn(self):
# If you can see it, it can see you
monster = self.owner
if tcod.map_is_in_fov(fov_map, monster.x, monster.y):
# Move toward player
if monster.distance_to(player) >= 2:
monster.move_toward(player.x, player.y)
# Close enough to attack
elif player.fighter.hp > 0:
monster.fighter.attack(player)
def is_blocked(x, y):
# Check tile
if map[x][y].blocked:
return True
# Check for blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
# Clear
return False
def create_room(room):
global map
# Make room tiles passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
# Make a horizontal tunnel
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
# Make a vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def make_map():
global map, player
# Fill map with blocked tiles
map = [[Tile(True)
for y in range(MAP_HEIGHT)]
for x in range(MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
# Random width and height
w = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = tcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position in map
x = tcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = tcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
# Rect class = Easy rooms
new_room = Rect(x, y, w, h)
# Check for intersect
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
# Valid room
# Create it
create_room(new_room)
# New room's center
(new_x, new_y) = new_room.center()
if num_rooms == 0:
# player starts at cent of new room
player.x = new_x
player.y = new_y
else:
# Connect to previous room
# Previous room's center
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# 50% chance
if tcod.random_get_int(0, 0, 1) == 1:
# first horizontal
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
# first vertical
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# add contents to room
place_objects(new_room)
# append room to room list
rooms.append(new_room)
num_rooms += 1
def place_objects(room):
# Get random number of monsters
num_monsters = tcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
# Get random spot for monster
x = tcod.random_get_int(0, room.x1, room.x2)
y = tcod.random_get_int(0, room.y1, room.y2)
if not is_blocked(x,y):
if tcod.random_get_int(0, 0, 100) < 80:
# Create an Orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', tcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
# Create a Troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', tcod.dark_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
def render_all():
global fov_map, fov_recompute
global color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
if fov_recompute:
# Recompute fov when asked
fov_recompute = False
tcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
# Set background color for all tiles
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = tcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
# Player can only see explored tiles
if map[x][y].explored:
if wall:
tcod.console_set_char_background(con, x, y, color_dark_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_dark_ground, tcod.BKGND_SET)
else:
# It is visible
if wall:
tcod.console_set_char_background(con, x, y, color_light_wall, tcod.BKGND_SET)
else:
tcod.console_set_char_background(con, x, y, color_light_ground, tcod.BKGND_SET)
# Visible tiles are explored
map[x][y].explored = True
# Draw all objects in list
for object in objects:
if object != player:
object.draw()
player.draw()
# Blit con to root console
tcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
# GUI section
tcod.console_set_default_background(panel, tcod.black)
tcod.console_clear(panel)
# Names of objects under mouse
tcod.console_set_default_foreground(panel, tcod.light_gray)
tcod.console_print_ex(panel, 1, 0, tcod.BKGND_NONE, tcod.LEFT, get_names_under_mouse())
# Game messages
y = 1
for (line, color) in game_msgs:
tcod.console_set_default_foreground(panel, color)
tcod.console_print_ex(panel, MSG_X, y, tcod.BKGND_NONE, tcod.LEFT, line)
y += 1
# Player stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, tcod.light_red, tcod.darker_red)
# Blit con to root console
tcod.console_blit(panel, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, PANEL_Y)
def player_move_or_attack(dx, dy):
global fov_recompute
# Where the player is going
x = player.x + dx
y = player.y + dy
# Look for attackable Object
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target is found
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def get_key_event(turn_based=None):
if turn_based:
key = tcod.console_wait_for_keypress(True)
else:
key = tcod.console_check_for_keypress()
return key
def handle_keys():
global fov_recompute
global key
#key = get_key_event(TURN_BASED)
if key.vk == tcod.KEY_ENTER and key.lalt:
# Alt + Enter toggles fullscreen
tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
elif key.vk == tcod.KEY_ESCAPE:
# Escape exis game
return 'exit'
if game_state == 'playing':
# movement
if key.vk == tcod.KEY_UP:
player_move_or_attack(0,-1)
fov_recompute = True
elif key.vk == tcod.KEY_DOWN:
player_move_or_attack(0,1)
fov_recompute = True
elif key.vk == tcod.KEY_LEFT:
player_move_or_attack(-1,0)
fov_recompute = True
elif key.vk == tcod.KEY_RIGHT:
player_move_or_attack(1,0)
fov_recompute = True
else:
return 'didnt-take-turn'
def get_names_under_mouse():
global mouse
#Return string with names of objects nuder moused tile
(x, y) = (mouse.cx, mouse.cy)
# Create list of names of objects at moused tile and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and tcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names)
return names.capitalize()
def player_death(player):
# Game over
global game_state
message('You died!',tcod.red)
game_state = 'dead'
def monster_death(monster):
# Turn to corpse
message(monster.name.capitalize() + ' is dead!', tcod.orange)
monster.char = '%'
monster.color = tcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
# Render background
tcod.console_set_default_background(panel, back_color)
tcod.console_rect(panel, x, y, total_width, 1, False, tcod.BKGND_SCREEN)
# Render bar
tcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
tcod.console_rect(panel, x, y, bar_width, 1, False, tcod.BKGND_SCREEN)
# Render center text with values
tcod.console_set_default_foreground(panel, tcod.white)
stats = name + ': ' + str(value) + '/' + str(maximum)
tcod.console_print_ex(panel, int(x + total_width / 2), y, tcod.BKGND_NONE, tcod.CENTER, stats)
def message(new_msg, color = tcod.white):
# If long, split message
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
# If buffer full, remove old to make room for new
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
# Add line as tuple with text and color
game_msgs.append((line,color))
# Initialization & Main Loop
# Font
font_path = 'arial10x10.png'
font_flags = tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD
tcod.console_set_custom_font(font_path, font_flags)
# Screen
window_title = 'Python 3 libtcod tutorial'
tcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, window_title, FULLSCREEN)
# Fps
tcod.sys_set_fps(LIMIT_FPS)
# New Console
con = tcod.console_new(SCREEN_WIDTH,SCREEN_HEIGHT)
# Player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', tcod.white, blocks=True, fighter=fighter_component)
# List of objects
objects = [player]
make_map()
# Fov map
fov_map = tcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
tcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
fov_recompute = True
game_state = 'playing'
player_action = None
# Status bars
panel = tcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
# List of game messaes and colors
game_msgs = []
# Welcome message
message('Welcome stranger! Prepare to perish in the Tombs of Ancient Kings!', tcod.red)
mouse = tcod.Mouse()
key = tcod.Key()
# Loop
while not tcod.console_is_window_closed():
tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS|tcod.EVENT_MOUSE, key, mouse)
render_all()
tcod.console_flush()
# Erase old locations
for object in objects:
object.clear()
# Handle keys and exit id needed
player_action = handle_keys()
# Exit if needed
if player_action == 'exit':
break
# Let monsters take turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()